Dhampir, Variant (5e Race)

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Design Note: This is a near exact copy of the other Dhampir race, removing the ability to heal by sucking blood and enhancing the charm ability. The claws ability has been added. This Dhampir is more mentally dangerous than physically.

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A dhampir is a creature that is the result of a union between a vampire and a human. Dhampirs are very shapely and comely. Their beauty is often compared to that of royalty. Dhampir powers are similar to those of vampires but without the usual weaknesses. They are a great danger to both enemies and friends, It is recommended to take extreme caution when dealing with them.

While they seem more or less human, many dhampirs have pale skin and dark hair. At birth they resemble stillborns, but they do have a very faint heartbeat. Most even possess sharpened teeth or claws, reminders of their undead heritage. They feed the same way as humans do but have problems being out in the sun. Their looks are human too, though they are described as being more graceful in appearance than humans. They are not as powerful as vampires but are instead granted the gift of not needing to feed on others.

Dhampirs appear tall and sturdy while also having graceful features and a slender appearance that belies their unnatural strength.

Being the offspring of a vampire and a human parent, the dhampir are usually the children of a tragic romance... or something much more sinister. This causes them to search their reason for being created or in some cases join or hunt their immortal parent for answers.

Dhampirs normally live a solitary lifestyle, feared, shunned, and even hunted by other races. Because of this, a great number of dhampirs reject their vampiric heritage. Few, if any, can even stand the presence of a vampire. They are famed for their ability to not only hunt vampires, but also other mythical beings. Most are driven and stubborn, yet strangely charismatic.
But yet again there is a group who are willing to help and protect their undead relatives and be their guard. This is presumably because of their ability to move in the sun which makes them excellent followers for vampires.

The offspring of a vampire and a human necrophiliac.Ability Score Increase. Your Charisma score increases by 2.Physical Enhancement. A mortal's transformation into a vampire offers a host of physical enhancements, like strength, speed, and agility, and you have inherited some of this enhancement from your undead parent. Your choice of score from either Strength, Dexterity, or Constitution increase by 1.Age. Dhampirs mature at roughly the same rate as humans but do not age further after reaching maturity, and they do not die of old age.Alignment. As with humans, a dhampir's alignment is solely determined by the individual, though due to their unique heritage and the subsequent treatment by most of the world they easily fall to evil, and they also tend slightly toward chaotic alignments.Size. Dhampirs are of similar height and build to humans. Your size is Medium.Speed. Your base walking speed is 30 feet.Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.Vampire Gaze. You have proficiency with the Persuasion skill. If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is magically charmed by you as long as it remains within 60 feet of you and for 1 minute thereafterVampire Claws. As a Dhampir your fingernails are tough like claws and are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.Languages. You can speak, read, and write Common and one other language of your choice.